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Baldi's Basics Plus News

Limited Time Baldi Plushie Available Now PLUS Version 0.4 Status Update!

Hello everyone, I'm here with a status update to discuss some cool stuff that's been going on!

First, Baldi's Basics turned five years old a week ago! To celebrate, I'm happy to announce that I have teamed up with Makeship to create a new Baldi Plushie! Click here to check it out!



This plushie will only be available to purchase until April 28, so don't wait too long! If at least 200 units are sold, the campaign will be successful and the plushie will be produced shortly after! If not, all orders will be refunded, so there's no risk in placing an order early. I worked with the team at Makeship to make sure this plushie was just right, and I'm super happy with how it turned out!

But that's not all I want to talk about! As some of you might know, one of the reasons Baldi's Basics Plus has received so few updates as of late was because I realized I was totally unorganized and needed to finish the game's design document. Well, the core of that document is finished and so I've recently begun active development on the game again! Let's go over what I've been working on over the past month.

Level Control Improvements

Mainly, I've been reworking some old systems that were in dire need of improvements, and cleaning up parts of the project that have become obsolete or messy to manage. With the game design document's core finished, I've gained a much better understanding of what the game needs to be capable of, and one big thing that needed changed was the way tiles - the individual cubes that levels are built out of - are controlled. In current versions of Baldi's Basics Plus, all the data for tiles is stored with the tile game objects themselves. This causes some issues, especially with level generation since large numbers of these tile objects need to be created and destroyed during that process, which is very slow.

What I've done is switched over to a more data-oriented system, where tile data such as navigation and shape info, position, the presence of objects and posters, etc. is now stored separately in a "cell" variable. Tiles are now just the objects that you see in the game, and they are linked to their corresponding cells, but don't actually hold the data anymore. This means that I can now do stuff like generate levels without having to create and destroy stuff until the process is finished, which means the level generator can do a lot more per-frame. The level generator should be lot faster when Plus version 0.4 launches! With these changes, the level control systems are also a lot more flexible than before which should open up some cool possibilities!

Map Improvements

Something a bit smaller, but cool, is that I've made some tweaks to the map. Map tiles are now filled in with a matching transparent background color, making it easier to read. Doors and windows now have unique tiles on the map. Icons for things like items and notebooks now remain upright when viewed through the quick map, and additional icons have been added to elevators to show where they are and their current status. I've tweaked the map colors to make more sense (Class rooms are now green, faculty rooms are now red, principal's offices are now yellow, and hallways are now white). Lastly, I've added a subtle background affect to certain rooms when viewing the advanced map which makes it easier to identify them. I have more plans for map improvements, but this is what I've done so far!



Level Generation Improvements

The other big thing I have to talk about in this status update is that I'm making a big change to the level generator! In the current version of Baldi's Basics Plus, almost everything is procedurally generated. Too much, I've come to realize. So the way level layouts are generated is great, there are no issues there, the problem is with how the contents of individual rooms are procedurally generated.

I think when I started this project my mindset was "the more stuff that's procedurally generated, the better!", but I've since come to realize that isn't necessarily the case. Currently, rooms in Baldi's Basics Plus are really boring. There are a few different types which place furniture and decorations in certain ways, but they all feel stale. My plan for a long time was to eventually take some time to improve the process for room generation to add more variety, but I realized that in order to add enough variety to make rooms that really feel interesting, it would take a lot of additional programming. Too much, in fact. It would basically be like programming a unique level generator for every type of room. Even sharing as much code as possible, it would still be a lot of work, and I haven't even mentioned how prone to bugs and bad layouts such systems would be (I'm sure many of you have seen quite a few desks sticking through windows by now!).

So, I'm switching to a different approach. In Plus version 0.4, all rooms will be premade. Levels will be generated as before, and when it comes time to place rooms, the generator will randomly select from a list of potential rooms, find a position and rotation that the room fits in, and then load it and its contents into the level. This not only makes it easier to make a wide variety of interesting rooms, but it has other big benefits. It improves level generation speed, it helps avoid potential softlocks (Like teleporting only to get trapped behind a desk), and is much easier to maintain, among other things!

Now, initially this might seem a bit less interesting, but I'm confident that this will result in levels that are much more interesting to explore, especially as I add more rooms to the game. I'll be able to add rooms with furniture layouts that have interesting affects on gameplay, rooms with weird shapes (Like the smiley face used in the map you can see above!), even rooms with unique gimmicks! I'll try my best to find the right balance between common, simple rooms and rarer, weirder rooms to keep exploration fresh for a long time!

Oh, once I got this system up and running I also adapted it so that hallways can generate with custom made areas as well, like this open area with a pillar in the middle!



Spring Cleaning

With these big changes almost finished, the next thing I'll be doing is some spring cleaning! There are lots of outdated and obsolete assets and scripts in the project, so I'll be cutting out all the stuff I don't need and making sure the project is easy to work on before I start working on the stuff you all are waiting for- New content!

Work on the next character has begun. I've drawn some (bad, but effective) concept art to figure out what colors he'll be using. Once I pin that down, I'll have to order some art supplies...

Anyways, that's all I have for this status update. 0.4 is on its way, and remember, once 0.4 releases, that will be the beginning of a new update schedule: Major updates every two months! Thanks all for your patience and support!

Version 0.3.8 is now available!

Hello!

Baldi's Basics Plus version 0.3.8 is now available! This version has more improvements and adjustments that I made since 0.3.7 while wrapping up Baldi's Basics Classic Remastered (Which released a couple weeks ago if you didn't hear!). This update is pretty significant because it is the final 0.3 minor update (Assuming no major issues show up)! The next update should be version 0.4.

With Baldi's Basics Classic Remastered complete (Which admittedly sidetracked me more than I intended) I can now put my full focus back on developing Baldi's Basics Plus. While working on Classic Remastered I was also working on the Plus framework, but now I'll be able to get back to making brand new content for Plus, not just improvements and polish. The first step of this will be finishing my Baldi's Basics Plus design document. Then, I'll be back to active development again.

Once I release version 0.4, I will start releasing new major updates approximately every two months. As I work on the game, I'll basically just include whatever features are ready to go when it's time to release each major update, with minor updates mostly being for bug fixes and very minor adjustments.

With all that said though, here's the changelog for 0.3.8!

[h2]Additions[/h2]
  • Added new sounds for
    • Doors locking and unlocking
    • Trying to open a locked door
    • Using a water fountain
    • Inserting a coin into a vending machine or coin door
    • Buttons
  • Created a new texture for buttons.
  • Added the ability for certain parts of textures to glow in the dark. This has been applied to buttons, vending machines, and math machines.
  • After starting the game, if you press and hold "alt" until the Basically Games logo disappears, all your settings (Except for controls) will be reset. This is useful if you've messed up your settings and somehow are unable to change them back.


[h2]Adjustments[/h2]
  • Downgraded It's a Bully's audio clips to match the rest of the game's audio.
  • Principal's keys no longer instantly open a door when used. Instead, you will now hear a sound signifying the door has been unlocked. Then the door can be opened freely.
  • Made it so you can now look backwards while jumping rope.
  • You can now move a little bit during a jump while playing jump rope! Now when you get caught by Playtime in a bad spot, you might still be able to get where you need just in time!
  • Alarm clocks can now be set to go off after 15, 30, 45, or 60 seconds. Once dropped, just click on it to change it! It will be set to 30 seconds by default.
  • Arts and Crafters' teleportation destination is now determined the moment you are teleported, rather than the moment the attack starts. The behavior now works a bit more like you'd expect as you won't get teleported to exits you close after the attack sequence starts.
  • The game will no longer load at a resolution smaller than 480x360. The options menu will no longer show options smaller than 480x360. If the config file is manually changed to a resolution lower than 480x360, the resolution will reset to the default setting.


[h2]Bug Fixes[/h2]
  • Fixed an issue where the player would get sent out of bounds if they were teleported while being pushed by First Prize.
  • Fixed issues with color glitch shaders (As seen in the ending sequence) flickering.
  • Fixed blurry skyboxes in the Linux version.
  • Fixed an issue that caused the lighting of certain objects to change depending on how close you are to them.
  • Restored whirlpool audio, which was missing in some of the previous versions.
  • Fixed door audio coming from a location next to the door, not on the door itself.
  • Fixed an incorrect caption for one of Baldi's voice clips.
  • Fixed a bug that would cause the player to interact with an object they were facing when clicking the "resume" button on the pause menu.
  • Fixed a bug that caused 1st Prize to make a slam noise when cutting his wires while moving at a high speed.
  • Fixed WD-NoSquee uses being used up when clicking on a door that is locked or open.
  • Fixed cafeteria ambience not being assigned to the sound effects audio channel, meaning it wasn't affected by any audio settings.
  • Fixed a bug that caused players to become vulnerable when teleporting out of a locker.
  • Fixed a bug in the Grapple Challenge that allowed players with a full inventory to replace items with their grappling hook and have the item they picked up get immediately replaced with another grappling hook.
  • Fixed a room in the Stealthy Challenge that was walled off.
  • Fixed the way the game detects what the default resolution should be. It will now use your primary monitor's current resolution (As set in system settings, not its native resolution).


On top of all that, version 2020.3.38 of Unity was released a couple of months ago which fixed the MacOS freezing issue from before, so the MacOS version is now exactly the same as the others and the Vsync setting has been restored!

And with that, I've got a game design document to finish! See you all when 0.4 releases!

MacOS version of 0.3.7 is now available!

Hello MacOS players!

I'm happy to let you all know that Baldi's Basics Plus version 0.3.7 is finally getting released on MacOS! There is one small change I had to make to get the MacOS version working however, which unfortunately has the side effect of increasing load times, particularly for randomly generated levels. Here are the details:

The reason I didn't initially release the MacOS version is because of a bug I discovered that caused the MacOS build to freeze very frequently. After doing some digging I isolated the issue and discovered that the freeze only occurred when changing the game's Vsync mode. As it turns out, the issue isn't on me, it's an issue with the current version of Unity 2020, which is what Baldi's Basics Plus is currently built with. This means that I can't fix it, I have to wait for Unity to push a fix. The issue is in their bug tracker, and currently a fix is "in review" for Unity 2020, but I'm not sure how long I'll have to wait for it to be pushed out as I reported the bug nearly two months ago. A new version of 2020 released yesterday which did not come with the fix, so I decided the best thing to do would be to work around the issue for now, rather than to keep MacOS players waiting any longer.

I made two changes to the MacOS build to work around this issue. The first is that I removed the Vsync option from the options menu. Vsync will be on by default. The second is that I removed pieces of code that disable Vsync while levels load. The reason for disabling Vsync during loading is to reduce load times as much as possible, as the level generator/loader does each step one-at-a-time each frame. By unlocking the frame rate during loading, it can complete in one or two seconds on fast PCs (I realize now that there are more efficient ways to generate a level than the current methods used by the game, but I probably won't revisit the level generator code for a while). Since I can't currently do this on MacOS, Vsync stays on and load times will probably be noticeably longer than they were on faster Macs (On slower Macs, you probably won't notice much if any difference).

Of course, this isn't a permanent solution. Once Unity resolves the issue (Which hopefully won't take much longer...) all versions I release after that should be the same on MacOS as on all other platforms, and load times should return to normal. Until then, this seemed like the best solution. Thanks for your patience everyone!

0.3.7 is out now with fixes for control issues!

Baldi's Basics Plus version 0.3.7 has just released! It's a small patch to address some issues many players were reporting with the in-game cursor movement being treated as a joystick input. While there were ways to fix it when it happened, this patch will hopefully prevent it from happening anymore. Note, that due to the changes made, this update will reset your current control maps!

The MacOS version is still on hold until further notice, sorry about the wait! I've figured out what's causing the issue and it actually seems to be a problem on Unity's end, not mine, so I'm waiting to hear back from them regarding a bug report I sent. Fingers crossed the issue gets worked out soon!

Here's the full changelog:

Adjustments
  • Made menu controls visible in the Rewired control mapper. You can now change controls for mouse cursor movement, clicking, map zoom, etc.
  • Adjusted default control map settings. By default, the arrow keys can be used to control the in-game cursor, and enter to click.
  • Holding the control key when the Basically Games logo disappears will reset the controls to the defaults.
  • If the game detects a bad mouse mapping, it will reset the mouse control map to the defaults (A bad mouse map would be assigning mouse movement to a few Joystick inputs or removing the cursor maps, among other things). This is to prevent a scenario where the in-game cursor becomes impossible to move.
  • The "check for updates" button on the main menu now leads to the game's Steam news page.


Bugfixes
  • Fixed several issues with the way Rewired was setup. This will hopefully prevent the weirdness that was occurring in 0.3.6 (If not, the bad mouse map detection should act as a failsafe).
  • Fixed glitched invert axis icons.

0.3.6 is out now with tons of bug fixes! MacOS version still on hold.

Baldi's Basics Plus version 0.3.6 has just released, and with it comes a lot of bug fixes! Thanks to everyone who reported bugs, that was a huge help.

The MacOS version is still on hold unfortunately, as I still haven't figured out what's causing it to freeze. With these bug fixes out of the way though I'll be able to spend some more time digging into the issue.

Here's the full changelog, as well as some known issues I haven't taken the time to fix yet. You don't have to worry about reporting those!

Adjustments
  • Renamed "subtitles" to "captions".
  • The player can now move around a little bit while being hugged by 1st Prize.
  • When being pushed by 1st Prize or Gotta Sweep, the player will automatically open any doors they collide with.
  • Updated copyright.
  • Added the ability to past seeds into the new seed entry system. Just press Control/Command + V when a valid seed is saved to the clipboard!
  • Placed the Hide-and-Seek button in a more prominent spot to make it clearer that it's the main mode.
  • If a file's resolution is manually set by modifying the config file, that resolution will be added to the list of available resolutions in the options screen until the setting is changed and the game is closed.
  • Camera no longer renders while pause screens and field trips are open. This should allow for smoother performance on low end hardware while on these screens.
  • Added transitions when loading and leaving field trips and when entering and leaving Johnny's store.
  • Adjusted the value of the minimum mouse camera sensitivity setting.
Bug Fixes
  • Fixed windows not having the correct broken glass texture (Not sure how that one slipped by, whoops!).
  • Fixed Rewired control mapper maps being reset every time the game is started.
  • Fixed Steam Input not working during in-game field trips.
  • Fixed the "NO" button on the quit confirm screen not having a transition.
  • Fixed the player being able to click through windows.
  • Fixed gum passing through windows.
  • Fixed the grappling hook not latching onto windows.
  • Fixed apple trees not having apples.
  • Fixed the water fountain spout and grappling hook cracks rendering over other sprites.
  • Fixed the water fountain spout sprite billboarding. It is now static.
  • Fixed captions being stuck reversed when losing, quitting, or beating a level while upside down.
  • Fixed being able to pause during in-game field trips by opening the Steam Overlay.
  • Fixed 1st being able to pass through players under certain conditions.
  • Fixed sometimes being left behind by 1st Prize when passing through doors.
  • Fixed display issues on resolutions thinner then 4:3.
    • Fixed hud elements overlapping or going off screen.
    • Fixed menu screens being too small and low res.
  • Fixed multi-part posters not loading into levels properly.
  • Fixed being able to press the pause button and unpausing the game while using the Rewired control mapper.
  • Improved the appearance of the dither transition on non-integer scale resolutions with the pixel filter on.
  • Fixed party music playing from 0,0,0 instead of the Principal's Office.
  • Fixed window breaking missing a caption.
  • Fixed many dither transitions playing way too fast.
  • Fixed visual issues when quickly opening and closing the map.
  • Fixed the jump rope rendering on top of pause screens.
  • Fixed objects close to the camera near clip plane rendering on pause screens.

Known Issues
  • The principal's office tape player desk sometimes sticks out a window.
  • Arts and Crafter's clones during the teleport animation don't always match his orientation during Gravity Chaos.
  • Holding the quick map open when opening the advanced map causes a bit of visual weirdness.
  • Pressing opposite directional buttons to move the quick map can cause it to move at slow speeds.